System and method of seamless game world based on server/client

a game world and server technology, applied in the field of computer systems for online gaming, can solve the problems of increasing the difficulty of dynamic load balancing among game server farms, serious problems such as the abrupt visual effect of players on the client site, and reducing the interaction and fun of the game, so as to achieve the effect of being easily adopted

Inactive Publication Date: 2006-11-16
IBM CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0013] Therefore, an object of the present invention is to provide a seamless game world system in which all players have a consistent seamless game world view, and the operation method thereof, so that when the AOI of an avatar on a game serve crosses other servers, he can be aware of entities on other servers which are still in his aura, and he can also migrate from one server into another seamlessly.
[0017] The map controller can be implemented as a module which has the responsibility to manage the clone and acts as the “hidden hand” between the game application and players, so there is no special requirement for the legacy game system, and different avatar's view scopes can be changed flexibly and there is no redundant clone avatar. In addition, the method according to the present invention has no limitation on the map structure. It can be easily adopted in the improvement of legacy games.

Problems solved by technology

So the player will have the serious problem of abrupt visual effect on the client site.
A second shortcoming is that the border of a zone prohibits the player from seeing another side of the game world, which in turn reduces the interaction and fun of the game.
The third shortcoming is that the difficulty of dynamic load balancing among game server farms is increased (i.e. batch movement of avatar without influence on the business-as-usual (BAU) of game servers is a very challenging task.)
The main weaknesses of the buffered zone solution are: the game map needs to be reconstructed, the map cell's shape and size are also limited, and there is a paradox in dealing with the dynamically changing AOI.
If the maximum AOI is adopted as the scope of overlapped area, it will increase the redundant computing and communication load of them and reduce the overall resource usage rate of the game server farm.

Method used

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  • System and method of seamless game world based on server/client
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  • System and method of seamless game world based on server/client

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Embodiment Construction

[0025] The following description is used to provide a detailed depiction of an example of the present invention, and should not be used to limit the present invention. In contrast, any number of changes of the present invention may all fall into the invention scope defined by the claims appended to the specification.

[0026]FIG. 2 shows a block diagram of a game server in the seamless game world system using a map controller according to the present invention. Referring to FIG. 2, the seamless game world system using a map controller according to the present invention comprises a plurality of game servers and at least one client (not shown). The seamless game world system further comprises a game logic computing module 200, a map controller 210 and a avatar status update module 220. The map controller 210 is positioned between a normal game logic computing module 200 and a player's avatar status update module 220, and is integrated with the game application runtime.

[0027] In the abo...

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Abstract

The present invention provides a seamless game world system in the field of massively multiplayer online games, comprising a plurality of game servers and at least a client, each of the game servers being assigned to a zone in the game world divided into zones. The seamless game world comprises: a game logic computing module for computing an avatar's new status; a map controller for detecting whether an area of interest of the avatar has crossed the border of a host server of the avatar and spanned neighbor game servers based on the avatar's new status computed by the avatar computing module, and determining to make / delete a clone on a neighbor game server or synchronize the clone's status based on the detected result; and an avatar status update module for performing a normal status update on the avatar based on the computed result of the game logic computing module after the map controller notices its neighbor game server to delete the clone from an avatar list.

Description

FIELD OF THE INVENTION [0001] The present invention generally relates to a computer system for online gaming and the method thereof, in particularly to a seamless game world system for chaining a game world partition divided into several small-scale game worlds in massive multiplayer online games based on client / server architecture to form a whole game world, and method thereof. BACKGROUND OF THE INVENTION [0002] With the advent of the Internet and wireless communication, massively multiplayer online games (MMOG) are becoming more popular in recent years. While P2P architecture has been discussed in academic fields for some time, and there are some games implemented in P2P manner, most commercially operated MMOG are provided in a typical client / server architecture for game security and management purposes. [0003] In the MMOG in the form of client / server architecture, players run a client program on their local game hardware (typically a PC or a game console) that acts only as an inp...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCG07F17/32A63F2300/534A63F2300/531A63F13/12A63F13/30A63F13/69A63F13/352A63F13/358
Inventor CHENG, LONGGIL, YISHAO, LINGYZ, MZNG
Owner IBM CORP
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